/*
 * Copyright (c) 2008 Proxy Wars Community.
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 * * Redistributions of source code must retain the above copyright
 *   notice, this list of conditions and the following disclaimer.
 *
 * * Redistributions in binary form must reproduce the above copyright
 *   notice, this list of conditions and the following disclaimer in the
 *   documentation and/or other materials provided with the distribution.
 *
 * * Neither the name of 'Proxy Wars Community' nor the names of its contributors 
 *   may be used to endorse or promote products derived from this software 
 *   without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

package org.proxywars.engine.game.state;

import com.jme.input.InputHandler;
import com.jmex.game.state.CameraGameState;

/**
 * <code>IngameState</code> encapsulates the state "ingame".
 * 
 * @see CameraGameState
 * 
 * @author Alejandro Duarte.
 * 
 */
public class IngameState extends CameraGameState {

	protected InputHandler inputHandler;

	/** InputHandler for this GameState */

	/**
	 * Constructor for this <code>IngameState</code> instance.
	 * 
	 * @param name
	 *            The name of this GameState.
	 * @param inputHandler
	 *            InputHandler to be updated for this GameState.
	 * @see CameraGameState#CameraGameState(String)
	 */
	public IngameState(String name, InputHandler inputHandler) {
		super(name);
		this.inputHandler = inputHandler;
	}

	@Override
	protected void stateUpdate(float tpf) {
		inputHandler.update(tpf);
		rootNode.updateGeometricState(tpf, true);
	}
}
